|
Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
|
|
Btw
#278 posted by Wazat on 2003/02/13 13:52:25
Galactix is completely done. All that's been done to it lately is a few enhancements (skybox on the map, couple bugfixes, new models to replace ugly ones). That's an advantage.
What we're doing is, we're taking the completed Galactix and giving it out to people, allowing them to use it as a code base for their own mods. That's how Galactix got started. I took frikac's Snowed mod and screwed it up so bad it'll never be fixed, and thus Galactix was born. ;p
From here people will make their own games with it.
Wazat
#279 posted by wrath on 2003/02/13 14:28:45
If you wrote a good and solid design treatment first, and then took the time and effort to design every aspect of your mod, breaking stuff during the development should be almost impossible.
QExpo Support
#280 posted by Wazat on 2003/02/13 15:31:01
The Inside3D forums people and others are planning for QExpo, but we do need help. Our php coder, Horn, and CocoT, one of the people responsible for news and planning etc, have both announced that they'll have to back out due to real live obligations.
This leaves a gaping hole relating to site design. If anyone here wishes to contribute or help, or knows someone who can, please visit at the Inside3d Forums.
http://forums.inside3d.com/
The Events forum is mainly where QExpo is discussed.
A domain has already been purchaced, by FrikaC and Horn I believe. QExpo.com isn't too shabby, now is it? We do, however, need hosting.
Also, now's the time to start figuring out what you want to do for QExpo if you wish to participate. The event is planned for late June, and as soon as we get our act together exact dates will be defined (about 10 days is the lengh we've agreed upon).
If you want help for the map or mod you're developing, it would be a good idea to frequently hop between forums and look around and ask. Things like rubble, earthquakes, force fields, endless cliffs, laser gates, radars, etc are easy for a qc coder to implement, and asking them may save you some time of scrapping code together yourself. Much of it may already be written, so it couldn't hurt to ask.
Wrath:
#281 posted by Wazat on 2003/02/13 15:46:30
wrath didst say:
>If you wrote a good and solid design treatment first, and then took the time and effort to design every aspect of your mod, breaking stuff during the development should be almost impossible.
Because so many mods turn out either unfeasible or simply impossible, I usually start coding before I define it too much or expect promises from a team. Also, it's my wierd coding style to get the backbone of the mod completed before I go into detail. I want to make sure everything is working first, before I shoot off with all this elegant planning. This rarely gets me into trouble, and often saves the mod. Quite often if I have a mod all planned out, and then I hit a debilitating and tenacious snag, it's usually quite depressing and what I have seems very insignificant to how far I have to go.
I guess you could say I keep a little saftey buffer of ignorance in front of me in case I hit something. I can work through it single-mindedly and then continue on.
Once the mod's physics etc are working, I can then branch out and start the magic. Here and only here does the detailed planning begin. Had I not realized this was my personal style of programming soon enough, Galactix and Battle Mech and even Jeht would have never made it off the ground.
I'm an odd one, yes.
The reason Super Smash Quake has had such a sluggish start is because I took off and planned the whole thing. Then things weren't working and I couldn't even get my unit to move and I was too frusterated to continue. So I trashed it. I had a whole amazing, elegant player control system and I just abandoned it.
It was only recently that I picked it up off the cold hard ground, brushed it off, figured out its little problems, and suddenly I have an enforcer running around and jumping on a 2-dimentional level Super Smash Bros style. So, it really *did* work, except for a little bug or two. My next mountain to tackle is getting the player to be able to jump through from below and then land on the semi-solid platforms (those ones you can land on or pass thorugh from below in SSB are essential). It's working except my way of testing if the player is stuck turned out b0rked because the quake engine hates me. I may have to do an engine mod (which I've never done before), or completely change how the mapping entities are structured.
Taking it one step at a time. In a mini mod of this calibur, physics come first, then I'll get one character working with all his moves. After that, I can make all the other characters.
Also, remember that when using a game engine you didn't make yourself, and pushing its limits, bending its will in ways it wasn't supposed to be bent, you'll always hit snags. There's always a gotcha, and you have to be ready to adapt to it (which could easily break all your old plans).
Ah Well.
#282 posted by wrath on 2003/02/13 15:59:34
to each his own.
Speedy
autoscreenshot (0/1, default 1):
added in as an easy way to make avis/mpegs from your quake demos. When this var is set to 1, both "playdemo" and "timedemo" will take a screenshot of every frame they render, and save them to files named "ani00000.tga" and subsequent numbers. These can then easily be stitched together with any animation software (if you don't have any, I can highly recommend "FastMovieProcessor"). Needless to say, this is very slow. Playdemo will save frames to the exact equivalent of 10fps (recommended, good for most animations), and timedemo uses the original demo fps (usually excessive!). Warning: even at 640 and 10fps, this generates 10 meg data per second of demo.
from panquake. rtfm!!!
Ah Cool
#284 posted by Vodka on 2003/02/14 00:14:10
I just had old panquake that lacked this feature.
TA Ray
AAAAAAH!!
#285 posted by Quack! on 2003/02/14 09:56:57
kay. thanks guys! me will download...one of those engines. :D
and yes, the broom is safe. hehe. a girl cant do it with a broom, its no fun! >:)
'welcome
#286 posted by Wazat on 2003/02/14 10:48:28
Quack: I'm sure it's quite relieved.
:)
BTW, 10 megs per second... I wish I could make some movies of Galactix and Battle Mech and Jeht, and upload to fileplanet for gratuitous advertising, but I'd run out of space REAL fast. :) Thanks for the info tho.
Happy Valentines Day Ya Bums
#287 posted by Wazat on 2003/02/14 12:01:31
Not being able to decide if it's better if people around me are happily enjoying their lives, or just as miserable and lonely as I am, I've decided to settle with just wishing everyone a happy Valentines Day. You'd all better enjoy it, but not too much or I'll come after you.
Hmm
#288 posted by nonentity on 2003/02/14 13:05:40
Wazat, I find just ignoring it works fine.
Valentines Day, Track 16
#289 posted by Quack! on 2003/02/14 15:13:30
my boyfriend left me a few weeks ago and im all alone. but i was very heart broken, so i though that, by keeping my mind in other things would help me forget about the problems, i decided to start mapping! and i dont feel sad anymore! whoa!! hehe.
so...valentines day? well, i never cared about valentines day. i dont think i actually cared about holidays.
...i wrote the complete opposite of what i was going to say. :D
never mind.
Hey Metlslime!
#290 posted by Blitz on 2003/02/14 16:43:22
I just noticed something...
You don't have current users listed at the bottom of every page! (Hi Vigil!!!)
You do have it on the 'Site' section of the board. Just thought it would be cool if you could work it out so that its at the bottom of every page. Cheers.
A Nice Cartoon For This Time Of Year
http://www.purplepussy.net/d/20020408.html
Holidays for February
1 St. Chronos
2 St. Roger Corman
3 St. Pokemon
4 St. Zeus
5 St. Benedict Arnold
6 St. Tlaloc
7 St. Alfred E. Newman
8 St. Teletubbie
9 St. Lewinsky
10 St. Marilyn Monroe
11 Overindulgence Festival
12 High Confiscation of Property
13 St. Snuffleupagus
14 Aztec Day/St. Seka
15 St. Grigori Rasputin
16 Cremation Wednesday/Hash Wednesday (approximate)
17 St. Isaac Asimov
18 St. Frank Miller
19 St. Senor Wenches
20 St. I.G. Farben
21 St. Boris Karloff
22 St. Hunter S. Thompson
23 St. Monty Python
24 St. Huey Newton
25 St. Burke/St. Hare
26 St. Emo Phillips
27 St. Carl Sagan
28 St. Ken Kesey
Fatty
#292 posted by R.P.G. on 2003/02/14 19:18:59
That is a strange, strange cartoon.
Blitz:
#293 posted by metlslime on 2003/02/14 21:00:14
i figured leaving those statistics out of most pages would speed things up. The "who's online" thing might be nice to have on every page, though. We'll see.
Quake Movie
#294 posted by Vodka on 2003/02/14 23:17:04
http://www.planetquake.com/speedy/aghast3.avi
Aghast map 'trailer'(560 kb lowres divx)
Was playing with video producer (the prog as old as quake) and refilmed vondur`s aghast demo.
Turned out rather nice imho for such low size file (and its the first time I tried video editing). I`v made all the screenshots at 320x240, so it looks messy and rather dark.
I think it can be used for quick online map preview instead of static screenshot. For portfolio it is worth making higher resolution and longer video.
Ok So I Lied... Pherrous Game Maps Is Back Up
#295 posted by . on 2003/02/15 00:49:52
This time it's a much simpler, quicker design and I'll be offering more than Q1 maps in time. There's also one Q1 DM map there - um.. yay?
Speedy
#296 posted by Vondur on 2003/02/15 03:11:43
hehe, looks very nice :)
Speedy:
#297 posted by metlslime on 2003/02/15 07:05:32
that's pretty cool. Maybe i should do something like that for a demo reel.
Phait
#298 posted by R.P.G. on 2003/02/15 11:36:29
Still waiting for ph8sp1.
About Something....
#299 posted by pdictter on 2003/02/15 19:23:51
..yeah.
well. didnt know where to post this, so i guesss i'll just bother you guys here.
im making this q1map thats like an egyptian tomb/underground level. dark, tight rooms, caves, fucked up arquitecture, blah blah blah.
anyway. for a change, it would be nice to actually make it more of exploration type of map than a action based one. not just walking around and stuff, but tons of traps...kinda like indiana jones or something. there will be monsters, 'cause its gonna be way boring without them. :)
what i wanna do, is something like Thief's Down on the Bonehard mission (from the first game).
anyway, what you guys think? gonna put up some screenshots in pipeline sometime soon. :) im gonna make the map HUGE!!
...
Ph8sp1...
#300 posted by . on 2003/02/15 19:33:17
bahahahah
hrm.. 500 brush limit in shareware worldcraft...
the potential for me to create something even decent seems slim o.O
Phait
#301 posted by Abyss on 2003/02/15 20:39:45
That Is Not The Fuil Version.
#302 posted by Blitz on 2003/02/15 21:36:32
yep.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|